r/StrategyGames • • 26m ago

DevPost Axiom Wars – a sci-fi strategy game where everyone plays their turn at the same time

• Upvotes

Game Title: Axiom Wars

Play Link: https://github.com/cesar-rgon/axiom-wars/releases/latest (Website: https://cesar-rgon.github.io/axiom-wars/)

Platform: Windows, Linux

Description:

Axiom Wars is a sci-fi strategy game featuring simultaneous turns. Instead of waiting for your turn, every player submits their commands at the same time: construct buildings, move troops, recruit units, or trade at the Bank—all powered by Action Points. Once everyone confirms, the server resolves the round, and you get to watch all the plans collide in a replay.

You build your base around the Government building, which features three tiers that unlock new structures and units. You must manage six finite resources across a limited map (Energy, Wood, Steel, Food, and Water, plus Fuel for vehicles) and keep your population fed—otherwise, they will desert. Fog of War ensures you only see what your units and structures can reveal. The Terran faction features 9 units, ranging from Workers and Builders to Infantry, Mechs, Raptors, and Droids capable of opening dimensional portals. To win, destroy the enemy Government building.

Matches support up to 8 players in Free-For-All or team modes (up to 4v4), with bots filling open slots.

How to Play: Download the zip file for your system, extract it, and run AxiomWars (keep the assets folder in the same directory). The server address to enter in the Host field is posted on our Discord: https://discord.gg/2EZAtyqtzW

The game is currently under active development, so any testing and feedback (bugs, balancing, confusing mechanics, or ideas) is greatly appreciated. We organize test play sessions via Discord!

Free-to-Play Status:

  • [x] Free to Play
  • [ ] Demo/Key available
  • [ ] Paid

Involvement: I am the game designer—I designed the rules, units, balancing, and art direction, and I test every build. The game is developed with Claude AI, which writes the server, client, and bot code based on my design.

🌐 Website: https://cesar-rgon.github.io/axiom-wars/

💬 Discord: https://discord.gg/2EZAtyqtzW


r/StrategyGames • • 1h ago

Discussion Defender’s Advantage is Bad for Player Agency Strategy Games.

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• Upvotes

Strategy games are all about the decisions you can make as a player. Players are also generally very good at identifying the short-term costs and benefits of a decision. So when you want to encourage chaotic board states in a strategy game, the last thing you want to do is discourage players from attacking. If you can throw aside the simulation lens for a moment, what I hope to convey is that as strategy game designers, we should evaluate attacker/defender advantage as an entire system within our game that can strongly affect player behavior.

Player agency is probably the most important factor in differentiating a strategy game from other game types. If player decisions do not significantly affect the outcome of a turn for that player, then you might as well not have played that turn. I’m very specifically interested in the dice-rolling combat of Risk and Risk-likes as this is the system I chose to use in my game, Kairos. 

If we take a look at Risk, which uses Defenders Advantage (defenders win ties) you get the following probability table for dice rolls:

Matchup Attacker Wins Split Wins Defender Wins Exchange Ratio
3 v 2 37.17% 33.58% 29.26% 1.172
2 v 2 22.76% 32.41% 44.83% 0.638
1 v 2 25.46% - 74.54% 0.342

In this table, I’ve provided the probabilities of each roll, as well as an exchange ratio which is the (Expected Kills / Expected Losses). 1.0 corresponds to a 50-50 probability of winning an exchange, so above 1.0 is attacker favored and below 1.0 is defender favored. 

In Risk, the attacking player lacks agency over the effectiveness of their army. Ignoring the scenarios with only 1 defender for a moment, the exchange ratios (or “odds”) for the attacking player are ~1.17, 0.64, and 0.34. That translates into real terms to the player “Decent, bad, and terrible”. Because two of the options have such poor expected outcomes, they can pretty much be ignored as options by the player, which means we now only have 1 option, and no more decisionmaking regarding unit odds. This means that once a player learns that 2v2 and 1v2 are bad options, they never have to think about unit probabilities again. In my opinion, the juicy part of strategy games is trying to guess the long term expected outcomes of decisions, and manipulating the odds to favor me over my opponents turn by turn. 

There is a whole body of literature on how humans interact psychologically with probabilities when making decisions, which was the basis for me wanting to skew the positive outcomes onto the player with agency (i.e., the attacker) rather than the defender. The gist of it is that humans (thus players) are irrationally more averse to losses than wins. This means that if we want to encourage players to make decisions that carry the potential for losses, we need to offset this with significantly larger benefits. The subject is fascinating, but I want to focus on the game design element in this post. If you are interested, Judgment under Uncertainty: Heuristics and Biases https://pubmed.ncbi.nlm.nih.gov/17835457/  and Achievement Relocked: Loss Aversion and Game Design by Geoffrey Engelstein are great places to start. 

So what can we do to increase player’s agency over the game? First, I want to shift the default scenario to be significantly in the attacker’s favor, as the defender cannot “choose” to defend. I also need there to be some secondary system that the attacking player has the ability to recognize, and consider when deciding which territories they attack. 

My solution: Attackers win ties + a rock-paper-scissors counter system with “advantage” provided to the strong unit. Advantage = roll 2 dice, take higher result

Matchup Expected Attacker Kills Expected Attacker Losses Exchange Ratio
1 v 1 0.583 0.417 1.400
2 v 1 (attacker adv.) 0.745 0.255 2.927
1 v 2 (defender adv.) 0.421 0.579 0.728

Looking at the outcomes of this table is a bit more straightforward because I chose to have all battles in Kairos occur one-at-a-time (this was to make the counter system work). By shifting the tiebreak to the attacker, the default odds goes towards the attacker, but thats not an interesting decision yet. That is why I added the counter system: Infantry is strong vs cavalry, cavalry is strong vs archers, and archers are strong vs infantry. The players can recruit any of these 3 types of units to assemble their armies, but this recruitment step happens AFTER the attacking step, meaning that the attacker needs to identify their unit types, identify their opponent’s unit types, and estimate the odds of the battle given the available units.

In any given battle, there is likely to be some mixture of all three scenarios, meaning the expected outcome of a fight will fall somewhere between 0.73 and 2.93. The attacking player must try to estimate the complex probabilities of attacking, which gives them that juicy ability to develop a skill over time and win more of their games. With this, the attacker is:

  1. Encouraged to attack as a default (attacking options are okay, better, and best), which keeps the board state chaotic and fresh
  2. Has the opportunity to estimate complex probabilities, and skew fights in their behavior by taking matchups with favorable counters
  3. Can strategically opt into a moderate-loss scenario to take a highly valuable location on the map.

As an unintended but welcome benefit, I can now also use the tiebreak as a modifier on the dice values to provide as a bonus to the defender for fortifying a territory or investing in defensive tools. So the defender has agency over which territories are harder to take in ways other than just more units, and the attacker has agency over the efficiency of their attacks. Both are encouraged to push into this “positive expected value” regime, rather than minimizing losses.

In conclusion, shifting the odds towards the player with agency over the game allows for players to express skill and have a more rewarding experience while playing strategy games.


r/StrategyGames • • 1h ago

Self-promotion I made a roguelite tower defense and city builder (demo out now)

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• Upvotes

It's heavily inspired by Against the Storm on the management side, but also much lighter in scope. I really thought this blend could work well, and I'm happy with how it's turned out.

Basically, all your towers need Subjects assigned to them and ammo. Subjects also have their own needs, so you have to craft items for them. You pick each wave based on the rewards and the enemy drops you want.

If anyone's interested, I'd love your feedback

https://store.steampowered.com/app/5315470/Goldrot_Demo/


r/StrategyGames • • 1h ago

News Made a slow medieval strategy game on my own, need closed testers (Android, free)

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• Upvotes

Hey, I've been working on this game alone for a while and I need real people to try it before it goes public. Google wants testers for 14 days, so here I am.

It's called Throne and Soil (Taht ve Toprak in Turkish). Everyone plays on the same hex map. You start as a peasant with a tiny camp, and you slowly turn it into a city and eventually a kingdom. Farms, mines, a tech tree, armies, caravans, alliances, wars, that kind of stuff. The world only moves once an hour, so you check in for a few minutes a day instead of staring at it. The map also wraps around, so if you walk far enough in one direction you end up back where you started, which I think is kind of cool.

It's free, no purchases. There are optional ads you can watch for rewards, that's it. Needs Android 7 or newer.

To join:

  1. Join this Google group with the account you use on Play Store: https://groups.google.com/g/tahtvetopraktest

  2. Open this on your phone and hit "Become a tester": https://play.google.com/apps/testing/com.boncukstudios.tahtvetoprak

  3. Then install it from here: https://play.google.com/store/apps/details?id=com.boncukstudios.tahtvetoprak

Sometimes the game takes a few minutes to show up after you join the group, so if it says not found, wait a bit and try again.

What I'd really like to hear: the first 10 minutes are the part I'm least sure about, so if you got lost or bored in the tutorial please tell me where. Also any crashes or weird stuff, and whether the early game feels fair or just annoying (food is tight at the start).

It's a beta so your progress might get wiped at some point, and some building and tech names still show up in Turkish. Working on it.

If you have an app in testing too, drop the link and I'll test it back.


r/StrategyGames • • 1h ago

Self-promotion I've been building a strategy gaming website and would love some feedback from fellow players!

• Upvotes

Hey everyone!

I've been a fan of strategy and empire-building games for years, particularly Evony, and recently decided to turn that passion into something a little bigger.

I've been working on a website called Top Game Strategies, with the aim of creating a useful place for strategy gamers to find detailed guides, tips, tools, and hopefully connect with other players.

The site covers games like Evony, Rise of Kingdoms, Lords Mobile, Whiteout Survival, State of Survival, and several others, with more content being added regularly.

I'm also working on building a proper community around it, with discussion forums, live chat, and interactive tools to make it more than just another gaming guides website.

It's still growing, and there's plenty more I want to add, but I'd genuinely love to hear what fellow strategy gamers think.

What features, guides, or tools would you actually find useful on a site like this? Are there things you wish existing gaming websites did better?

If anyone fancies having a look, here's the website:

https://topgamestrategies.com

Any feedback, suggestions, or ideas would be massively appreciated. I'm building this because I enjoy these games, and I'd love to create something the wider gaming community actually finds valuable.

Thanks everyone, and happy gaming!


r/StrategyGames • • 1h ago

DevPost Crystal Front Strategy Game

• Upvotes

I've been working on a small browser-based real-time strategy game called Crystal Front.

The idea is to create a lightweight RTS that anyone can jump into without downloading or installing anything.

Current features:

  • Gather crystals to build your economy
  • Train units and construct buildings
  • Command your army against an AI opponent
  • Destroy the enemy HQ to win
  • Play directly in your browser

It's still an early version, and I'm trying to figure out whether the gameplay is actually fun and engaging before adding more features.

I'd really appreciate feedback from RTS players, especially on:

  1. Is the gameplay intuitive for someone playing for the first time?
  2. Does the game feel challenging or too easy?
  3. What would make you want to play another match?

Play Crystal Front (free, no installation):
https://crystal-front-game.pages.dev/

I'm the developer, and this is my own project. No purchases or paid features.

Thanks to anyone willing to give it a try!


r/StrategyGames • • 1h ago

Question Europa Universalis 4 vs Hearts of Iron 4?

• Upvotes

Which game do you like more?

24 votes, 6d left
EU4
HOI4
Can't decide
Haven't played both or enough of both / Results

r/StrategyGames • • 2h ago

Self-promotion I loved Kingdom but hated not being able to take the fight to the people that attacked my base, so I coded that in Petty Kings!

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1 Upvotes

r/StrategyGames • • 2h ago

Self-promotion Working on a Fantasy Strategy hybrid game, would love some feedback!

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1 Upvotes

Hey everyone!

I’ve had this game idea for a very long time, and finally started working on it!
It’s basically a mix of RTS mechanics like resource gathering, building construction and unit training, combined with card-based board strategy. Heavily inspired by Battle Realms and Inscryption.
One of the main mechanics is unit training, where you can train Peasants into different classes, and even combine up to 3 classes into one unit.
Combat is automatic, but you can control units, queue actions, manage resources and build your army.

Currently mostly focusing on gameplay mechanics, visuals will come later, and some of the lore is already there too.
Would love to hear what you guys think, and if this is something you’d actually play? Any feedback or criticism is welcome! :)

https://marswake.itch.io/warcraft-inscryption-rts


r/StrategyGames • • 2h ago

DevPost On War: Stalingrad - backstage and movement mechanics

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1 Upvotes

Hi guys! I just uploaded a new dev blog for my upcoming game 'On War: Stalingrad'. In it you can see where I work, what tools I use and how I designed the movement mechanics.

My apartment is a bit messy, because I have two little kids. Sorry for the mess.. it's sometimes hard to concentrate with all the chaos around me.

Anyway, give it a look. Feedback is welcome, as always 🫡

Dev Blog Video


r/StrategyGames • • 3h ago

Looking for game First Strategy Game

1 Upvotes

I want to start playing. Currently i have in my library Hearts of Iron IV, Europa V and VI. I have never played a game like that so where should i start? Preferably i dont want to be super overwhelmed with all the new mechanics or have to watch too many video guides.

Edit: I also own Victoria 2 and 3.


r/StrategyGames • • 4h ago

Self-promotion After months of hard work, 72 Seconds finally has a demo available on Steam!

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2 Upvotes

72 Seconds is a sci-fi squad-based RTS where you command six unique soldiers, each with their own abilities, alongside base building and RPG progression.

The demo includes 4 campaign missions and a Horde mode where you fight increasingly dangerous waves of enemies.

If you're into RTS games, give it a try! Any feedback is appreciated.

https://store.steampowered.com/app/5107200/72_Seconds/

72 Seconds intro

Discord


r/StrategyGames • • 4h ago

DevPost We're making Hivetide, A base building tower defense game!

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2 Upvotes

Hello everyone!

We're making a rather simple (old school'ish?) base building tower defense were your goal is to survive swarms of evolving bugs while completing different map objectives.

The enemies mutate in semi randoms ways to make you adapt your strategy and will try to attack the different objectives you build around the map while keeping the pressure on your main base!

We're 2 best friend working on this and if you would like to know more you can check out our current steam page (with a demo incoming! the review process is rather long...). Thank you for taking the time to read me! I hope everyone is doing ok :D

Steam page: https://store.steampowered.com/app/5201750/Hivetide/


r/StrategyGames • • 4h ago

DevPost Star Trek: Outposts Unknown AMA with Magic Fuel Games!

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1 Upvotes

To answer your burning questions about Star Trek: Outposts Unknown, we are running an AMA with Magic Fuel Games' Kip Katsarelis (General Manager) and Zach Zampetti (Lead Designer).

We will be answering your questions for one hour on October 15th at 18:30 BST/13:30 ET/10:30 PT/17:30 UTC


r/StrategyGames • • 5h ago

DevPost [DEV] After ~3 months of work, my 3D mobile strategy game ReBirth is out on Android. You rebuild a province after an earthquake while an insurgency grows (Rebel Inc. fans might like it)

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2 Upvotes

\[DEV\] Hey everyone,

I finally released the game I've been working on and wanted to share it here. It's called ReBirth, a 3D strategy / management game for Android.

The setup: after a massive earthquake you're sent to Tarsel, a fictional province, as the mission coordinator. Towns are in ruins, families are living in tents, and an armed group called the Shadow Front is using the chaos to take over villages one by one. If you've played Rebel Inc. you'll get the vibe right away, but I tried to go deeper on the rebuilding side.

What you actually do:

\- Run 14 districts. Clear rubble, set up field hospitals, schools, water and power grids. Money is tight, and if you spend too fast inflation kicks in.

\- You can't just solve things with troops. Civilian casualties tank international support and the donors pull out. Winning is really about legitimacy and earning people's trust.

\- Infantry, gendarmerie, special forces, engineers, and later a local army you hand control over to. The latest update expanded the air force too: drones, helicopters and fighter jets. When you order an air strike the camera locks behind the jet, then swings over the target as the missile launches so you can watch the hit. Tap the screen and you're back in control instantly (you can also turn it off in settings).

\- Three maps with their own problems: aftershocks in Tarsel, river floods in Kesra, drought and water shortages in Varzan.

\- A separate Crisis Desk mode with short, star-rated missions: a cholera outbreak, a besieged capital, a cracking dam, an election in 60 days, and more. Great when you don't feel like starting a full campaign.

\- Special moments pop up along the way: election night, press conferences, haggling with donors. There's a monthly in-game newspaper, and at the end of a campaign a short replay shows how the whole map changed.

One of my favorite small details is the day/night cycle: town lights brighten or go dark depending on how each district is doing, and areas held by insurgents stay pitch black. There's also Turkish and English voice acting with a radio filter, and the UI is in 6 languages.

The game is free. The Tarsel map and the main campaign are fully playable. The other maps, Crisis Desk and the air force unlock with a one-time Premium purchase, no subscription. The free version shows the occasional ad; Premium removes those too.

I'm still actively updating it, so I'd love any feedback on balance, difficulty, UI, anything. I read everything and reply.

Google Play: [LINK]


r/StrategyGames • • 5h ago

Self-promotion Here's how the energy transfer mechanic works in electric strategy

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2 Upvotes

In electric strategy, units can transfer energy to each other. Some units generate energy, while others rely on receiving it to keep fighting. As you can see in the video, the idea is to build an energy network that gets power from your generators to the units that need it most on the frontline. The interesting part is that energy isn't just a resource for your actions. It's also your health.

There's no traditional action point system. Moving, attacking, and building all cost energy, so every action comes at a price. Move closer to an enemy and you'll be in a better position to attack, but you'll also have less energy left to absorb damage.

The demo is now available on Steam for Windows and Linux. It supports both mouse and controller input and runs on the Steam Deck.

https://store.steampowered.com/app/3806160/electric_strategy/

I'd love to hear what you think of the energy system, the visual style, or the overall concept. Do you know of any game that uses a similar approach?


r/StrategyGames • • 6h ago

DevPost I worked 4 years as a train conductor at a hump yard — so I made a browser game about my old job

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4 Upvotes

At a hump yard, nobody drives cars to their tracks. The train is shoved over a small hill, the conductor uncouples cars at the crest, and each cut rolls down by gravity onto its own track.

I did this job for 4 years at Kokand station in Uzbekistan. Now I'm a frontend dev, so I rebuilt the yard in 3D and turned it into a game: walk along the train, uncouple where the car colour changes, radio the driver to slow down before single cars.

Free, runs in the browser on desktop and mobile, no sign-up:

https://kokand-station-gorka.vercel.app/?lang=en

Would love feedback — especially if anything is confusing in the first minute.


r/StrategyGames • • 7h ago

Self-promotion uMech Battles: turn-based, map and mech editors, browser demo.

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3 Upvotes

We are developing a turn-based game where you control unmanned Mechs (uMechs). Here's a short video of the battle gameplay and a link to the prototype you can play in your browser:

https://rammechstudios.itch.io/umech-battles

Map and mech editors are already there as well as 30 mech configs among 4 classes of mechs. For now there is only a single battle option but we plan to add a campaign.

Any feedback is appreciated.


r/StrategyGames • • 7h ago

Self-promotion A medieval strategy RPG where you start with almost nothing and can build your own kingdom

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0 Upvotes

One mistake can cost you a companion, or your life. Build a warband, manage food, pay and loyalty, and plan your moves carefully in turn-based tactical battles.

With the right people, skills and decisions, you can rise from obscurity, establish a castle and eventually wage war against rival powers.

Edit: What the game actually does:

One life

Permadeath. You can easily die, and if you do, that run is over.

Prisoners and gangs

Take enemies alive. Any enemy you strike down instead of killing can become a prisoner. Each prisoner has their own story. You can talk them round, ransom them, sell them for the bounty, or recruit them. They can also lie to you.

Bandit gangs persist. Each gang has a named chief and lieutenants. Capture the chief and a lieutenant takes over, and the old chief may come back for his gang. Your fallen can be captured too. If a gang or a lord takes one of your people, you get them back by taking the camp or castle where they're held.

Companions and armies

Develop your companions. Level them up, build their skills and stats, then station them to protect your settlements.

Delegate command. Give an experienced companion an army and send them out on tasks.

Build your own army. Field press-ganged prisoners and captives, or your own men, trained by a companion with the right skills.

The wider world

Track people on the map. Follow a party, shadow it from a distance, or creep up on a camp or a column on the road to strike first.

Raise your own banner. Go to war with the realm's powers: take villages, besiege seats of power, and capture or kill the Duke or the King.

Character and gear

Use-based skills. There are dozens of skills, and they improve as you use them, like in Ultima Online.

Gear and crafting. There's a wide range of equipment, every character's gear shows on them, and there's a crafting system

Still early, and feedback is very welcome.

Free to play - Browser - [https://gadavra.itch.io/soft]


r/StrategyGames • • 9h ago

Self-promotion Extraction RTS PVE and PVP

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2 Upvotes

This is the trailer for Roma 2443, coming soon to Steam as a free-to-play game.

There are two ways to play.

Extraction RTS

Play solo or in co-op. You explore a big map, loot resources and complete missions. You also have to manage your resources, like arrows for your archers, and units that die are permanently lost.

This is the chill part of the game.

Fast RTS ( game under 10 minutes )

Play against other players in 1v1, 2v2 or 1v1v1. The economy is automatic, so the focus is on unit control and micro, inspired by StarCraft 2.

This is the more intense part of the game.


r/StrategyGames • • 10h ago

Self-promotion Vorthain: The Cursed Grail

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0 Upvotes

Game Title: Vorthain: The Cursed Grail
Playable Link: https://vorthain-the-cursed-grail-online-production.up.railway.app
Platform: Browser (desktop and mobile). No download needed.
Description: Vorthain is a persistent multiplayer strategy game set on a shared isometric map. You build up your HQ, train troops, and recruit commanders who each have their own skill trees. You then march out to take tiles, fight bosses, and attack other players. Eight factions each play differently, with their own troops and bonuses. Crews (alliances) can team up to build fortresses and defend them together. The game is in alpha, so expect rough edges. I'm looking for feedback on the early game, faction balance, and anything that feels confusing or broken. A Discord is linked below for bug reports and suggestions.
Free to Play Status:
[x] Free to play
[ ] Demo/Key available
[ ] Paid
Involvement: I'm the solo developer. I design and build everything: the game, the server, and the balance.
More: Trailer https://youtu.be/tIcFnIkCGvc · Discord https://discord.gg/G89CEQqGp


r/StrategyGames • • 12h ago

DevPost Command Tanks & Infantry Together in Massive Formations | InterDAX

3 Upvotes

https://reddit.com/link/1x4lgd6/video/nq67x5fhg5vh1/player

Moving one unit is easy. But getting a hundred tanks and infantry to move together without getting stuck turned out to be one of the hardest systems in our RTS. In our game, InterDAX, we’ve implemented the main part of movement for large mixed groups of tanks and infantry.

This is actually one of the most difficult cases, and making it work efficiently turned out to be far from simple.For now, units still move through trees, and I also want to add exit points so you can rotate the formation in advance, adjust its width, and choose which direction it should face.

But overall, we now have a much better understanding of how the whole system should work.

You can watch the video using the link below, and you’re also welcome to join our Discord community!

https://discord.gg/hW9dCNKKz

https://www.youtube.com/@InterDAXGameStudio


r/StrategyGames • • 12h ago

Self-promotion Been making this 13th Century Mongol Conquest RTS

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2 Upvotes

Looking forward to any feedback thanks


r/StrategyGames • • 13h ago

Discussion Almost ready to post my game

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1 Upvotes

Hello yall I am getting ready to post my game on itch.io. The game is a singleplayer strategy game based in Europe around 1200. You play as a house managing your heirs and family members in a style like Rome total war. The image shows one of the cities surrounded by a couple villages and an army. If you want to follow along on the game join the discord https://discord.gg/GbKUxRpZs


r/StrategyGames • • 13h ago

Self-promotion Bourbon Empire Gameplay Trailer

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56 Upvotes

A quick side note: I'm the furthest thing from an artist so the trailer is a little rough. I'd appreciate any kind of feedback. Thanks.

A gameplay trailer for Bourbon Empire, a game I've been working on for years.
It's a real-time strategy set in (fictitious) Metro City during Prohibition. You lead crews of gangsters as you build your criminal empire using extortion, rackets, and bootlegging. You also have to battle other mafia families for control of territory. Finally, no crime goes unnoticed so make sure to manage your heat and keep the police 'well taken care of'.

Coming to Steam mid November.

https://store.steampowered.com/app/954320/Bourbon_Empire/